Following up on the feature in Total PC Gaming Issue #18 Revora have run a feature on the mods hosted by them that appeared in the magazine. There's an interview with me regarding ICFRA! as part of the post. The interview culminates in an update on the status of ICFRA! as of last weekend which I think is better than most people will have expected.
The Revora post is here, though this links to a forum post you don't need an account to read it.
Here's a small section:
Ash:Would you say some of the newer features present in RA2 (such as garrisoning structures) have improved the overall experience?
Daz: The UI stuff definitely does, as I said that was the whole basis of the mod, and I quite like the elements that gives areas of maps more value - garrisoning and capturable tech structures - which is why I chose to keep those. Initially I got rid of garrisoning and capturable tech but with the maps having been made for a game that include those two features it felt a little wrong so I brought them back.
Ash:Was there anything you'd have liked to include that was not possible?
Daz: There's plenty of stuff that's hacky and as such not quite right - the Radar Jammer, aircraft as I mentioned earlier, the GPS sat, Parabombs, getting the Cruisers not to park right on the shore and then refuse to retreat when ordered to, anything like that where it's not exactly the same as Red Alert I would have liked to be perfect.
Ash:Were you at any stage tempted to add new things that weren't present in the original RA, and 'make the game your own', so to speak?
Daz: It occurred to me that I could but I never had any desire to. It was mentioned a couple of times by other people but the whole point of ICFRA is that it's Red Alert (bar the map structure stuff) so more units or structures would have made it something else.